Combat: ability archetype byte (MC-6 dispatch spike)
byte Archetype on AbilityDefBlob (AbilityArchetype enum: Projectile/Hitscan/Cone/Aoe), authored on AbilityDefinition + baked in AbilityDatabaseAuthoring, read at dispatch in AbilityFireSystem -- NOT folded through EffectiveAbilityStats/StatRecomputeSystem (static identity, not a tunable stat; MC-4 review BURST-1). All current abilities are Projectile (0) -> zero behaviour change; the dispatch read-point is the de-risk spike for MC-6 hitscan/cone/aoe. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -60,6 +60,7 @@ namespace ProjectM.Simulation
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// Per-ability projectile ghost prefabs live on the AbilityDatabase singleton's companion buffer.
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var dbEntity = SystemAPI.GetSingletonEntity<AbilityDatabase>();
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var abilityPrefabs = SystemAPI.GetBuffer<AbilityPrefabElement>(dbEntity);
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var abilityDb = SystemAPI.GetSingleton<AbilityDatabase>();
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bool isServer = state.WorldUnmanaged.IsServer();
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@@ -99,6 +100,14 @@ namespace ProjectM.Simulation
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continue; // still cooling down
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}
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// MC-4 spike for MC-6: dispatch on the authored ability ARCHETYPE byte (baked in the blob, read here -- NOT
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// folded through EffectiveAbilityStats; it is static identity, not a tunable stat). All current
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// abilities are Projectile (0); hitscan/cone/aoe archetypes plug in at this point in MC-6.
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ref var adb = ref abilityDb.Value.Value;
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byte archetype = adb.TryGetAbility(abilityRef.ValueRO.Id, out var adef) ? adef.Archetype : (byte)AbilityArchetype.Projectile;
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if (archetype != (byte)AbilityArchetype.Projectile)
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continue;
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// Resolve the projectile ghost prefab for this player's selected ability id.
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Entity prefab = Entity.Null;
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for (int i = 0; i < abilityPrefabs.Length; i++)
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